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Cast

The cast is the project’s character roster, in Project Settings ▸ Cast. Each entry has:

  • a script name: the cue a writer types (BARKEEP:). This is the character’s stable identity;
  • an optional display name: the name the player sees, which can be translated (so BARKEEP shows as “The Barkeep” in English and “Le tavernier” in French);
  • a grammatical gender, sent to translators: free text (blank means not specified), with auto-suggest for the everyday values (male / female / neuter) plus any others already used in the cast, so a project can name whatever gender a language needs while keeping spellings consistent;
  • optional notes and an actor, for production;
  • a cue colour, drawn from the name rather than picked, so the same character is the same colour everywhere: the editor and the play window alike.

Gender, notes and actor sit behind the ▸ expander on each row.

You don’t have to fill the cast in first: when a writer types a new cue, the character joins the roster automatically. Set it up ahead of time only when you want display names, notes, or actors ready before writing starts. The script name is what runs through the story; the display name is presentation, chosen per language.

Three things here feed the rest of production: display names are translated as part of Languages & translation, the grammatical gender travels with every localisation export so a gendered language can inflect that character’s lines (see Localisation), and the actor you assign feeds the voice-recording pipeline.

Only the script name and the display name are compiled into the published .patterc bundle. Grammatical gender, notes, and the actor’s name are project-side context for translators and the production team; they are deliberately left out, so a game you ship never contains a real person’s name or a writer’s private notes about a character.

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